Room Creating: Place Kitchen Furniture #11
3 changed files with 109 additions and 20 deletions
1
Cargo.lock
generated
1
Cargo.lock
generated
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@ -2129,6 +2129,7 @@ version = "0.1.0"
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dependencies = [
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"comfy",
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"heck",
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"indexmap",
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"log",
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"resvg",
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]
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@ -16,6 +16,7 @@ opt-level = 3
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[dependencies]
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comfy = { version = "0.4.0", features = ["wayland"] }
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indexmap = "2"
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log = "0.4.22"
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[build-dependencies]
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@ -1,11 +1,10 @@
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use comfy::{
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draw_rect_outline, draw_sprite, error, random_i32, vec2, EngineContext, HashSet,
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Vec2, GREEN, RED, WHITE
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};
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use crate::game;
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use super::{furniture::Furniture, grid::Grid};
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use crate::game;
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use comfy::{
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draw_rect, draw_rect_outline, draw_sprite, error, random_i32, vec2, EngineContext,
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HashSet, RandomRange as _, Vec2, GREEN, PURPLE, RED, WHITE
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};
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use indexmap::IndexSet;
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pub const SCALE: f32 = 4.0;
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@ -67,28 +66,110 @@ impl Room {
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}
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}
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fn random_room_furniture(room_type: &RoomType, size: (u8, u8), ctx: &mut EngineContext<'_>) -> Vec<Tile> {
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fn random_room_furniture(
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room_type: &RoomType,
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(width, _height): (u8, u8),
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ctx: &mut EngineContext<'_>
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) -> Vec<Tile> {
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let mut furnitures = Vec::new();
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let width = size.0;
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let mut empty_spots: IndexSet<u8> = (0 .. width).collect();
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let mut assets_used: HashSet<&'static str> = HashSet::new();
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fn random_empty_spot(empty_spots: &mut IndexSet<u8>) -> Option<u8> {
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if empty_spots.is_empty() {
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return None;
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}
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let random_idx = usize::gen_range(0, empty_spots.len());
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empty_spots.swap_remove_index(random_idx)
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}
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const SIDEBOARD_HEIGHT: f32 = 0.1;
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const STOVE_HEIGHT: f32 = 0.025;
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const SINK_HEIGHT: f32 = 0.5;
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#[allow(clippy::single_match, unreachable_patterns)] // we'll add more stuff later
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match room_type {
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RoomType::Kitchen => {
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_ => {
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// in a kitchen, we always add a fridge
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let fridge_pos = u8::gen_range(0, 2) * (width - 1);
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empty_spots.swap_remove(&fridge_pos);
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furnitures.push((
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vec2(0.0, 0.0),
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vec2(fridge_pos as f32, 0.0),
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vec2(1.0, 2.0),
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Furniture::new("kitchen", "fridge", ctx)
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));
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// and we always add an oven
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let Some(oven_pos) = random_empty_spot(&mut empty_spots) else {
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error!("How can I not fit an oven in a kitchen?!?");
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return furnitures;
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};
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furnitures.push((
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vec2(1.0, 0.0),
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vec2(oven_pos as f32, 0.0),
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vec2(1.0, 1.0),
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Furniture::new("kitchen", "dishwasher", ctx)
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Furniture::new("kitchen", "oven", ctx)
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));
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// there's always sideboard above the oven with a stove
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furnitures.push((
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vec2(oven_pos as f32, 1.0),
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vec2(1.0, SIDEBOARD_HEIGHT),
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Furniture::new("kitchen", "sideboard_1", ctx)
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));
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furnitures.push((
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vec2(oven_pos as f32, 1.0 + SIDEBOARD_HEIGHT),
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vec2(1.0, STOVE_HEIGHT),
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Furniture::new("kitchen", "stove", ctx)
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));
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// and we always add a drawer that houses a sink
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let Some(sink_pos) = random_empty_spot(&mut empty_spots) else {
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error!("How can I not fit a sink in a kitchen?!?");
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return furnitures;
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};
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furnitures.push((
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vec2(sink_pos as f32, 0.0),
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vec2(1.0, 1.0),
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vec2(0.75, 0.75),
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Furniture::new("kitchen", "blender", ctx)
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Furniture::new("kitchen", "drawer_cupboard", ctx)
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));
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// there's always sideboard above that drawer with a sink **behind** it
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furnitures.push((
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vec2(sink_pos as f32, 1.0),
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vec2(1.0, SINK_HEIGHT),
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Furniture::new("kitchen", "sink", ctx)
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));
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furnitures.push((
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vec2(sink_pos as f32, 1.0),
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vec2(1.0, SIDEBOARD_HEIGHT),
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Furniture::new("kitchen", "sideboard_1", ctx)
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));
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// let's add half of the remaining positions as drawers
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for _ in 0 .. empty_spots.len() / 2 {
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let asset = match u8::gen_range(0, 2) {
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0 => "drawer",
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1 => "drawer_cupboard",
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_ => unreachable!()
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};
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let Some(spot) = random_empty_spot(&mut empty_spots) else {
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error!("WTF I shouldn't've used more than half of the available spots");
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return furnitures;
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};
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furnitures.push((
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vec2(spot as f32, 0.0),
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vec2(1.0, 1.0),
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Furniture::new("kitchen", asset, ctx)
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));
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furnitures.push((
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vec2(spot as f32, 1.0),
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vec2(1.0, SIDEBOARD_HEIGHT),
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Furniture::new("kitchen", "sideboard_1", ctx)
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));
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}
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},
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_ => {}
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}
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@ -148,12 +229,18 @@ impl Room {
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pub fn draw(&self) {
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let (width, height) = self.size;
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draw_rect(
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vec2(0.0, 0.0),
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vec2(width as f32 * SCALE, height as f32 * SCALE),
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PURPLE,
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game::ZLayer::MapMax as i32 - 2
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);
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draw_rect_outline(
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vec2(0.0, 0.0),
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vec2(width as f32 * SCALE, height as f32 * SCALE),
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0.3,
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RED,
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game::ZLayer::MapMax.into()
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game::ZLayer::MapMax as i32 - 1
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);
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for (pos, size, furniture) in &self.furnitures {
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